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Some more armor tweaks (#30398)
* summary * (required) * undef * oh this is unused, nice * ok but.. why * a tiny bit more * Update human_defense.dm * Update mass_hallucination.dm
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@@ -376,7 +376,7 @@ RESTRICT_TYPE(/mob/living/basic)
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visible_message("<span class='warning'>[src] looks unharmed.</span>")
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return FALSE
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else
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apply_damage(damage, damagetype, null, getarmor(null, armorcheck))
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apply_damage(damage, damagetype, null, getarmor(armor_type = armorcheck))
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return TRUE
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@@ -305,7 +305,7 @@
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var/atom/throw_target = get_edge_target_turf(L, get_dir(src, get_step_away(L, src)))
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L.throw_at(throw_target, 4, 4)
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var/limb_to_hit = L.get_organ(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
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var/armor = L.run_armor_check(def_zone = limb_to_hit, attack_flag = MELEE, armor_penetration_percentage = 50)
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var/armor = L.run_armor_check(def_zone = limb_to_hit, armor_type = MELEE, armor_penetration_percentage = 50)
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L.apply_damage(40, BRUTE, limb_to_hit, armor)
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// Tendril-spawned Legion remains, the charred skeletons of those whose bodies sank into laval or fell into chasms.
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